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This week was mostly about getting the puppets model converted into a usable format, improving her rig, and doing some experimentation with utilizing blender's drivers to increase efficiency in the animation pipeline.

A small update to the beta build showcasing the very WIP puppet in the maintenance room is available now on smutcube.com at the usual spot.

The puppet will eventually have her own area inside the maintenance room labeled "Quality Assurance" that will give a much improved camera angle. She will be stationed inside of a sex machine during the night which the player will either need to wind up or change the "position" of periodically throughout the night. If the machine isn't kept wound up (or she becomes bored with the position) she will break free and attack the player.

I'm hoping to have the animations be the first instance of mostly procedural/programmatic animations which, if successful, will drastically reduce the amount of time animations take (the biggest development bottle neck by far).  However, it's kind of a complicated science and easy to get wrong. An example of good procedural animations would be Overgrowth, while a poor example would be Mass Effect Andromeda. If I can't figure it out I'll stick to hand crafted animations as I would prefer quality over quantity.

Comments

Bova-Fett

Animations have definitely been your strongsuit. Hopefully you can make it work :)

smutcube

I've probably said it before but I like to refer to animating as the art of turning 10 hours into 10 seconds. I kind of lose track of time doing it though, so I don't mind too much.

smutcube

Thanks for the encouragement! If I get satisfactory results it could open up a lot of doors.